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Messages - GreatWyrmGold

Pages: 1 ... 3486 3487 [3488] 3489 3490 ... 3706
52306
I'm just using the old Sacrificial Altar. Which, BTW, now looks like an altar.

52307
DF Modding / Um...why do the horns not work?
« on: April 18, 2012, 05:16:38 pm »
I'm trying to make the ogre mage caste of ogres in Savages' Stronghold have horns, so I added the following lines to those castes:

Code: [Select]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY:2HEAD_HORN]
[RELSIZE:BY_CATEGORY:HORN:30]

I am getting the following errors from this:

Code: [Select]
*** Error(s) finalizing the creature OGRE
OGRE:FEMALE_MAGE:right horn: No tissue thickness
OGRE:FEMALE_MAGE:left horn: No tissue thickness
OGRE:MALE_MAGE:right horn: No tissue thickness
OGRE:MALE_MAGE:left horn: No tissue thickness

I'm guessing that there's something wrong with the [USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE] added to the castes. Does it need to be in the main creature part instead?

52308
The ragemist works! Just set up a few cage traps before using the new function...unless you like Fun...

I suppose I should add some ways to get fuel more efficiently and to make statues out of non-rock...and...I'm not sure what else I'll do. What else can pretty much only be made of rock?

52309
DF Modding / Re: Modding traders to bring sealife pets
« on: April 18, 2012, 04:14:51 pm »
[PET] and [COMMON_DOMESTIC] should do the trick. Whales you buy on embark will NOT be caged, with...predictable results.

52310
DF Suggestions / Re: Tutorial Mode
« on: April 18, 2012, 04:11:06 pm »
I thought thst this was talking about a more generalised tutorial, which strikes me as being simpler (probably) and more useful.

52311
DF Suggestions / Re: Light system.
« on: April 18, 2012, 03:56:25 pm »
Personally, I think of dwarves like the D&D model, where they can see even in total darkness (for 60 feet, but the specifics are irrelevant). That would be a sensible assumption of what cave adaptation does, since the bright light of the sun makes them nauseous.

Light shouldn't be needed to see what your dwarves are doing. It might, however, be needed to see creatures and stuff beyond ~5-20? tiles (depending on dwarf and amount of time spent underground) of a dwarf. Some areas should always be visible, like meeting areas and bedrooms and stuff, but I can't think of concrete definitions of what those areas are.

52312
DF Suggestions / Re: Tutorial Mode
« on: April 18, 2012, 03:44:49 pm »
OP: Hm, yes, to make the game easier to understand we should prevent new players trying out the "Tutorial Mode" or whatever from using most of the menu options, which really kind of all rely on each other to some extent!

HW_Kohaku: A much better idea, IMHO. Probably this new debuggy-fort-thing would have some options like in the arena--e.g, spawn ceatures, spawn liquid, and so forth--but I can't think of much else to say.

One idea I have is to include a save with a semi-mature fortress of some design or another in the .zip which is downloaded for the game...does that idea make sense to anyone else? This would also have a bunch of 'N'otes that eplain what various stuff is. Ideally, this would be in a nice, easy biome, with access to all other civs, a cavern breeched, and nothing major boing on, probably just after the dwarven traders leave on the second or third year. This would give newbs an idea of how to make a decent fortress.

52313
DF Suggestions / Re: Nobles take demands to manager.
« on: April 18, 2012, 03:37:19 pm »
Do you mean, noble mandates automatically go to the job manager? That'd be tough, since most mandates are non-material-specific now. Or demands, or whatever--it's too general to hope to have one reaction. Take ddonohu2's demand--flasks. That's metal flasks, leather waterskins, and (I think) glass vials. That's (4+m) reactions, where m is the number of metals that can be made into flasks. And which ones SHOULD the game choose? Probably the leather waterskin one, as most forts have much more leather than any given metal to spare, but a sandy fort near a volcano might decide that glass vials are cheaper to make, or a nice player might make silver flasks for his/her duchess, or lead ones for trading to elves, or bronze ones to give the militia classy booze-containers, or the fort is shor one leather, or...so many possibilities, which the game can't really judge which is the best.

Beter idea: Noble demands and mandates are noted on the Job Manager screen.

52314
DF Suggestions / Re: More hidden stuff underground
« on: April 18, 2012, 07:07:19 am »
While I do love all the underground stuffs, I miss the old-style underground rivers and pools.

Actual cave rivers, perhaps caused by an aboveground river draining into the Underworld, would be neat. It might be a base camp for amphibian men or something who were raiding the surrounding area, and even if not, it would be neat to go there. Especially if your adventurer could swim down into the caverns hat way.

52315
DF Suggestions / Re: A new use for the wagon
« on: April 18, 2012, 07:02:51 am »
I do agree that something to act as a sorta-like-a-bed would be very useful, if it could be made easier than an actual bedroom (e.g. could be built outdoors, didn't require building materials, something like that). My dwarves usually sleep on the ground until my miner digs out a meeting area, then in said meeting area until he gets to the bedrooms and the carpenter makes beds (which is usually completed before the bedroomwing).

52316
DF Suggestions / Re: Combat "Stances to military"
« on: April 18, 2012, 06:52:49 am »
Spoiler (click to show/hide)

I would like more control over the little buggers, but they shoud usually be willing to run off to kill something if they haven't been ordered to do so yet. Their exact behaviour should depend on their personality, of course.

52317
DF Modding / Re: I think I screwed something up here...
« on: April 17, 2012, 08:50:59 pm »
What all does this have to do with why this won't work?

52318
DF General Discussion / Re: Neatest Things you've Noticed Recently
« on: April 17, 2012, 08:11:05 pm »
I agree with the theory that DF will be--or is--the first self-aware AI. Personally, it would be kinda cool to see a robot uprising lead by DF...

52319
DF General Discussion / Re: Strange mood issue with a child
« on: April 17, 2012, 08:07:11 pm »
Hm...Yeah, nothing much that hasn't been said yet. Make sure that the little girl can reach an unforbidden workshop, and let us know what she comes up with.

52320
DF Modding / Re: I think I screwed something up here...
« on: April 15, 2012, 09:31:38 pm »
Why not? It didn't affect my previous thing, and once gases start igniting...maybe I'll remove it then, but for now it will stay. Unless someone can tell me why a flaming gas would be bad.

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